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Books > Computing & IT > Computer software packages > Computer graphics software > General
Creativity has been integral to the development of the modern State, and yet it is becoming increasingly sidelined, especially as a result of the development of new machinic technologies including 3D printing. Arguing that inner creativity has been endangered by the rise of administrative regulation, James Griffin explores a number of reforms to ensure that upcoming regulations do take creativity into account. The State of Creativity examines how the State has become distanced from individual processes of creativity. This book investigates how the failure to incorporate creativity into administrative regulation is, in fact, adversely impacting the regulation of new technologies such as 3D and 4D printing and augmented reality, by focusing on issues concerning copyright and patents. This is an important read for intellectual property law scholars, as well as those studying computer science who wish to gain a more in-depth understanding of the current laws surrounding digital technologies such as 3D printing in our modern world. Legal practitioners wanting to remain abreast of developments surrounding 3D printing will also benefit from this book.
Revitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies. This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals. The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc. The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browser dialog. Throughout the book, users are taken through VRayMtl functions such as Diffuse, Roughness, Reflect, Glossiness, Metalness, Refract, IOR, Abbe number, Fog color, Translucency, BRDF, Coat, Sheen and Bump. Users will also learn how to use procedural maps such as VRayBitmap, VRayTriplanarTex, Bricks, Metals, Carpaint, VRayDisplacementMod, VRayUVWRandomizer, VRayMultiSubTex, VRayPointCloudColor, VRayDirt, VRayAerialPersepective, VRayLightMtl, VRayMtlWrapper, VRayOverrideMtl, VRay2SidedMtl, VRayBlendMtl and VRayEdgesTex. Users will have a rare insight into all functionalities of a V-Ray camera, VRayLight objects, Render settings, Frame buffer, Global switches, IPR options, Bucket and Progressive image samplers, Image filters, Global DMC, Color mapping, Brute force GI, Light cache, Color management, Distributed rendering, Render elements, V-Ray image file format, VFB History settings, VFB Lens Effects, LightMix, Film tonemap, Hue/Saturation, Lookup Table and much more. Finally, users will embark on the amazing journey of utilizing the previous chapters to create eye-catching 3d marketing visuals through the meticulous process of pre-production, production and post-production of both day and night scenes/lighting. The tips and tricks section will extensively cover key sections about Verified views for planning applications, Parametric modeling with AdvArray, anima (R), project manager plug-in, Verge3d, Webrotate 360, Accucities 3d city models and much more.
This guidance is designed to help those intending to use airborne laser scanning (ALS), also known as lidar, for archaeological survey. The aim is to help archaeologists, researchers and those who manage the historic environment to decide first, whether using lidar data will actually be beneficial in terms of their research aims, and second, how the data can be used effectively. The guidance will be most useful to those who have access to data that have already been commissioned, or are planning to commission lidar for a specific purpose. They also provide an introduction to data interpretation in order to separate archaeological and non-archaeological features. Although important themes are introduced, this guidance are not intended as a definitive explanation of the technique or the complexities of acquiring and processing the raw data, particularly as this is a still developing technology. This document is intended to complement 3D Laser Scanning for Heritage, which covers a wider range of uses of laser scanning for heritage purposes (Historic England 2018). This Guidance is a revision of The Light Fantastic: Using Airborne Lidar in Archaeological Survey published by English Heritage in 2010. The text has largely been maintained except for certain areas where major changes have occurred in the ensuing years. This is particularly true with regard to increased access to data and the wide range of visualisation techniques now available. The case studies have also been updated to reflect more recent survey activity and to include examples from outside Historic England.
The first edition of 3D Laser Scanning for Heritage was published in 2007 and originated from the Heritage3D project that in 2006 considered the development of professional guidance for laser scanning in archaeology and architecture. Publication of the second edition in 2011 continued the aims of the original document in providing updated guidance on the use of three-dimensional (3D) laser scanning across the heritage sector. By reflecting on the technological advances made since 2011, such as the speed, resolution, mobility and portability of modern laser scanning systems and their integration with other sensor solutions, the guidance presented in this third edition should assist archaeologists, conservators and other cultural heritage professionals unfamiliar with the approach in making the best possible use of this now highly developed technique.
This guidance on Building Information Modelling for heritage (Historic BIM) offers guidance for owners, end-users and professionals in the fields of heritage and construction. By raising awareness of the potential advantages of a BIM approach, this guidance will help users successfully implement BIM in heritage projects. Historic BIM is, by definition, a multi-disciplinary process that requires the input and collaboration of professionals with very different skillsets. It is also a fast-developing field in terms of research, official guidance, standards and professional practice. This publication addresses the issues surrounding the production and use of BIM for history buildings, and provides information about guidance and standards available elsewhere for managing a building's entire life cycle effectively.
This book portrays the commonality of tissue micro-structure that dictates physiological function in various organs (microstructure-function relation). Tissue and organ models are used to illustrate physiological functions based on microstructure. Fiber scale properties such as orientation and crimp are described in detail. Structurally-based constitutive models are given throughout the book, not only to avoid ambiguities in material characterization, but also to offer insights into the function, structure, and mechanics of tissue components. A statement of future directions of the field is also given, including how advancements, such as state-of-the-art computational modeling and optical measurements of tissue/cells structures, are taking structure-based modeling to the next level. This book also: Provides a comprehensive view of tissue modeling across multiple systems Broadens readers' understanding of state-of-the-art computational modeling and optical measurements of tissue/cells structures Describes in detail fiber scale properties such as orientation and crimp
In GPU Pro5 Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light effects, screen-space grass, the usage of quaternions, and a quadtree implementation on the GPU. It also addresses the latest developments in deferred lighting on mobile devices, OpenCL optimizations for mobile devices, morph targets, and tiled deferred blending methods. In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book s CRC Press web page."
3D rotation analysis is widely encountered in everyday problems thanks to the development of computers. Sensing 3D using cameras and sensors, analyzing and modeling 3D for computer vision and computer graphics, and controlling and simulating robot motion all require 3D rotation computation. This book focuses on the computational analysis of 3D rotation, rather than classical motion analysis. It regards noise as random variables and models their probability distributions. It also pursues statistically optimal computation for maximizing the expected accuracy, as is typical of nonlinear optimization. All concepts are illustrated using computer vision applications as examples. Mathematically, the set of all 3D rotations forms a group denoted by SO(3). Exploiting this group property, we obtain an optimal solution analytical or numerically, depending on the problem. Our numerical scheme, which we call the "Lie algebra method," is based on the Lie group structure of SO(3). This book also proposes computing projects for readers who want to code the theories presented in this book, describing necessary 3D simulation setting as well as providing real GPS 3D measurement data. To help readers not very familiar with abstract mathematics, a brief overview of quaternion algebra, matrix analysis, Lie groups, and Lie algebras is provided as Appendix at the end of the volume.
Collecting the work of the foremost scientists in the field, Discrete-Event Modeling and Simulation: Theory and Applications presents the state of the art in modeling discrete-event systems using the discrete-event system specification (DEVS) approach. It introduces the latest advances, recent extensions of formal techniques, and real-world examples of various applications. The book covers many topics that pertain to several layers of the modeling and simulation architecture. It discusses DEVS model development support and the interaction of DEVS with other methodologies. It describes different forms of simulation supported by DEVS, the use of real-time DEVS simulation, the relationship between DEVS and graph transformation, the influence of DEVS variants on simulation performance, and interoperability and composability with emphasis on DEVS standardization. The text also examines extensions to DEVS, new formalisms, and abstractions of DEVS models as well as the theory and analysis behind real-world system identification and control. To support the generation and search of optimal models of a system, a framework is developed based on the system entity structure and its transformation to DEVS simulation models. In addition, the book explores numerous interesting examples that illustrate the use of DEVS to build successful applications, including optical network-on-chip, construction/building design, process control, workflow systems, and environmental models. A one-stop resource on advances in DEVS theory, applications, and methodology, this volume offers a sampling of the best research in the area, a broad picture of the DEVS landscape, and trend-setting applications enabled by the DEVS approach. It provides the basis for future research discoveries and encourages the development of new applications.
The first step in making your ideas a reality SketchUp offers a vast array of tools that help you get your building, woodworking, and design plans out of your head and into a real model. Even if you've never dabbled in the software, SketchUp All-in-One For Dummies makes it easy to get started as quickly as the ideas pop into your head! Providing real-world insight from top SketchUp insiders, these six-books-in-one teach you how to tackle the basics of the program and apply those skills to real-world projects. You'll discover the basics of modeling as they apply to either free or paid versions of SketchUp before diving into creating models to use for making objects, constructing buildings, or redesigning interiors. Navigate the SketchUp product mix Get familiar with the basics of modeling View and share your models Make your architecture, interior design, and woodworking dreams a reality You have tons of great ideas--and now you can harness this powerful software to bring them to life.
This book illustrates the current work of leading multilevel
modeling (MLM) researchers from around the world. The book's goal is to critically examine the real problems that
occur when trying to use MLMs in applied research, such as power,
experimental design, and model violations. This presentation of
cutting-edge work and statistical innovations in multilevel
modeling includes topics such as growth modeling, repeated measures
analysis, nonlinear modeling, outlier detection, and meta
analysis. This volume will be beneficial for researchers with advanced statistical training and extensive experience in applying multilevel models, especially in the areas of education; clinical intervention; social, developmental and health psychology, and other behavioral sciences; or as a supplement for an introductory graduate-level course.
The construction enterprise is being transformed by visual modelling. Once principally used by researchers and in niche industries, tools such as 3D/4D CAD and virtual reality are now in widespread use in construction. This book is both a survey of the changes being made in practice and a detailed guide to future directions for research and development bringing together the work of leading practitioners and academics. A particular strength of the book is its many detailed case studies and examples, making it an excellent resource for practitioners, researchers, and students seeking to understand the details of how new tools and methods are applied in a business context. The 11 chapters address following topics: - Uses of 3D/4D CAD and its costs and benefits, - Applications of visual modelling at the work face, - Applications of visual modelling in the designer office, - Technical integration of visual modelling tools such as 3D/4D CAD and virtual reality.
This book illustrates the current work of leading multilevel modeling (MLM) researchers from around the world. The book's goal is to critically examine the real problems that occur when trying to use MLMs in applied research, such as power, experimental design, and model violations. This presentation of cutting-edge work and statistical innovations in multilevel modeling includes topics such as growth modeling, repeated measures analysis, nonlinear modeling, outlier detection, and meta analysis. This volume will be beneficial for researchers with advanced statistical training and extensive experience in applying multilevel models, especially in the areas of education; clinical intervention; social, developmental and health psychology, and other behavioral sciences; or as a supplement for an introductory graduate-level course.
"Examines classic algorithms, geometric diagrams, and mechanical principles for enhances visualization of statistical estimation procedures and mathematical concepts in physics, engineering, and computer programming."
This book reports on the latest developments in sliding mode overhead crane control, presenting novel research ideas and findings on sliding mode control (SMC), hierarchical SMC and compensator design-based hierarchical sliding mode. The results, which were previously scattered across various journals and conference proceedings, are now presented in a systematic and unified form. The book will be of interest to researchers, engineers and graduate students in control engineering and mechanical engineering who want to learn the methods and applications of SMC.
Many types of engineering structures exhibit nonlinear behavior
under real operating conditions. Sometimes the unpredicted
nonlinear behavior of a system results in catastrophic failure. In
civil engineering, grandstands at sporting events and concerts may
be prone to nonlinear oscillations due to looseness of joints,
friction, and crowd movements. In the aerospace industry, nonlinear
motions may have serious implications for fatigue life. In the
automotive industry, examples include brake sequel and undesirable
engine mounting oscillations. Engineers of all types encounter
nonlinear behavior in a system at some time in their working lives
and should be able to recognize it.
"Fundamentals of Wearable Computers and Augmented Reality" presents
a broad coverage of the technologies and interface design issues
associated with wearable computers and augmented reality displays
both rapidly developing fields in computer science, engineering,
and human interface design. This book presents concepts related to
the use and underlying technologies of augmented reality and
wearable computer systems. There are many application areas for
this technology, such as medicine, manufacturing, training, and
recreation. Wearable computers will allow a much closer association
of information with the user than is possible with traditional
desktop computers.
The latest volume in this influential series brings together topical and authoritative contributions from leading international professionals involved in the use of games and simulations. With contributors offering examples drawn from a wide variety of countries including the US, the UK, the Netherlands, Australia and Russia, the book provides a global perspective on a key topic.
Master the art of computer animation and visual effects production with the latest edition of this cutting-edge guide This remarkable edition of "The Art of 3D Computer Animation and Effects" offers clear, step-by-step guidelines for the entire process of creating a fully rendered 3D computer animation. With up-to-date coverage of the latest computer animation styles and techniques, this versatile guide provides insightful information for creating animations and visual effects--from creative development and preproduction to finished animation. Designed to work with any computer platform, this "Fourth Edition" cuts through technical jargon and presents numerous easy-to-understand instructive diagrams. Full-color examples are presented--including VFX and animated feature movies, games, and TV commercials--by such leading companies as Blue Sky, Blur, BUF, Disney, DreamWorks, Electronic Arts, Framestore, ILM, Imagi, Microsoft, Mac Guff, The Mill, Menfond, Pixar, Polygon, Rhythm & Hues, Sony Imageworks, Tippett, Ubisoft, and Weta, and many other studios and groundbreaking independent artists from around the world. This fully revised edition features new material on the latest visual effects techniques, a useful update of the traditional principles of animation, practical information on creative development, multiple production pipeline ideas for shorts and visual effects, plus updated information on current production trends and techniques in animation, rendering, modeling, rigging, and compositing. Whether you are a student, an independent artist or creator, or a production company team member, "The Art of 3D Computer Animation and Effects, Fourth Edition" gives you a broad palette of tips and techniques for bringing your visions to life through 3D computer animation.Unique focus on creative development and production issuesNon-platform specific, with multiple examples illustrated in a practical, step-by-step approachThe newest computer animation techniques, including facial animation, image-based and non-photorealistic rendering, model rigging, real-time models, and 2D/3D integrationOver 700 full-color imagesEncyclopedic timeline and production pipeline
This volume contains the results of the Manchester Benchmarking exercise for railway vehicle dynamics simulation packages. Five of the main computer packages currently used for this purpose were examined in the exercise and the results are presented in the form of tables and graphs.
Rapid regeneration of city areas has placed the quality of urban design high on public and policy agendas worldwide. This work examines the achievement of quality in the urban environment, in a planning context. Tracing urban design from its roots, the authors draw on both historical and current practices to examine the key physical, political and economic forces at play and the social pressures and impacts brought about by both failures and achievements in urban design. This illustrated critique of towns and cities draws on examples from across Western Europe, South Africa and USA to examine both public and private sector development practices, controls and fiscal policies within a diverse range of localities. The authors indicate the need for a reinstitution of region-provincial approaches, for closer co-ordination bewteen sectors, and revised fiscal policies in planning and development in order to enhance the quality of urban social experience and environments.
* Competitively priced, comprehensively illustrated in full color, with in-depth content featuring the very best techniques for online game design. In keeping with the tradition of the Most Wanted series, plenty of "finished products" are included. Each chapter in this book represents the detailed step-by-step tutorials describing the design and construction of a complete game, ready for the reader to customize or incorporate the principles within their own games. * First Flash MX 2004 title to focus on Flash game design. And, as Flash is relatively simple to learn, this book provides an ideal entry point for aspiring online games developers. * All authors are active web community members and renowned web designers/games developers. They will provide personal technical support for the book direct to the reader via the Friends of ED support forums (http://friendsofed.infopop.net/2/OpenTopic?a=cfrm&s=989094322). * Covers both Flash MX 2004 and Flash MX Professional 2004.
By focusing primarily on the application of structural equation
modeling (SEM) techniques in example cases and situations, this
book provides an understanding and working knowledge of advanced
SEM techniques with a minimum of mathematical derivations. The book
was written for a broad audience crossing many disciplines, assumes
an understanding of graduate level multivariate statistics,
including an introduction to SEM.
Structured Biological Modelling presents a straightforward introduction for computer-aided analysis, mathematical modelling, and simulation of cell biological systems. This unique guide brings together the physiological, structural, molecular biological, and theoretical aspects of the signal transduction network that regulates growth and proliferation in normal and tumor cells. It provides comprehensive survey of functional and theoretical features of intracellular signal processing and introduces the concept of cellular self-organization. Exemplified by oscillatory calcium waves, strategies for the design of computer experiments are presented that can assist or even substitute for time-consuming biological experiments. The presented minimal model for proliferation-associated signal transduction clearly shows the alterations of the cellular signal network involved in neoplastic growth. This book will be useful to cell and molecular biologists, oncologists, physiologists, theoretical biologists, computer scientists, and all other researchers and students studying functional aspects of cellular signaling.
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